This is the best advice I've ever seen. I'm actully gonna try this. I've watched Feng's painting videos at least 5 times each, but this is a great way to procedural build your paintings, its very similar to sculpting. Now, with that out of the way, melviso, please don't take offense to what I'm about to say. Your biggest…
hi Kyoske. I've had that problem before and I'm guessing there's vertex order (Numbers assigned to each vertex that you sculpt on in ZB it has to match the low poly as well) delete or weld any together or start a new mesh for your retopo will overide those numbers from your high poly mesh in ZB causing it to deform it in…
sRGB isn't too hard, but most of the definitions are very technical.. because its a technical subject. Of course technical doesn't have to be dry and jargony, which is where they likely fall apart. The quick and dirty of it is: its an encoding scheme to make images look right on CRT monitors or old TVs. Its been around…
hey - not sure if my earlier post is that unclear but you would rig up your LOW in max - don't try to rig your highest subdiv level - that will make you jump out of a window for sure. ;) as a first test to check if you can go with transpose master <-> 3ds max at all in your scenario, try the following: 1. with your sculpt…
here is the snippet:try( if ( selection.count==1)then theObj = selection[1];--selected object else theObj = pickObject();--pick a scene object with the mouse if superclassof theObj == GeometryClass do --if really picked a valid geometry ( print ("write file..."); tmesh = snapshotasmesh theObj --snapshot the TriMesh of the…
There's no need to attach them. Just add a single material to them. Name each separate high poly object so that it corresponds to an appropriete low poly part. Name matching in the bake settings in substance should help avoiding some intersecting errors in the bake.
I understand. Thanks for that. The error occurs in Toolbag also. I have since gone back and UV-Mapped with a non-square format in mind as it is a port folio piece primarily. Also took Earthquakes advice and reduced the seams on the handle while I was at it :D
The more experienced you'll get with anatomy, the easier it gets for you to spot anatomical errors on other artists' works. It's kinda funny that even when I see great work from professional artists, I'm having harder time not to find oddities in their anatomy.
well she's rigged and poseable now, there are a few rigging errors but will be fixed before the final version. TIme to give her that magic staff I've been overlooking for the past few weeks and to look into proper lighting so I can finish her up.
Personally, I would use your artstation as your primary portfolio. It is presented well, looks clean, and removes almost all of human error at least in the design aspect. Show your texture flats on here as well! You are a 3D artist, not a web designer.